Almost certainly not. If it isn't already in the game, it probably can't be modded in.
No118
It's a nice idea. I don't know whether it can happen, but I've certainly never seen one of my alliances break unless either I do it, or that leader assasination event pops up. I never understood why 'War' or 'Alliance' were set as positions on the relationship bar rather than seperate treaties in the first place.
The point is that since there is a way of adjusting it down to the very last BC anyway, why not just have a 'best offer' button and be done with it?
I shove my survey vessel(s) on Auto-Survey until all the anomalies are gone, then switch to Auto-Explore to explore whatever parts of the map are still undiscovered.
No, for a lot of the missions there is an alternative mission to do if you fail. It's a nice idea, reduces the chance of someone getting stuck on a particular mission. Some of the missions will kill you off if you fail them though. Unfortunately, you get the same ending whatever you do, or at least I assume you do, since I beat all of them and didn't get a particularly good ending.
See, I never could figure out why everyone got so excited over Total Annihilation. It was confusing, for one thing - there were a ton of unit types, and most were only effective against another single unit type, requiring tons of memorization. Plus, I never could understand exactly how the resource gathering system worked, so I was constantly running out of metal. All my f
I never pay people to ally with me, I wait for relations to improve naturally.
*Sigh* Another person pointing out that Good aren't the best for taking a military victory... Is anybody really suprised by that? How to win with Good: 1. Ally with all Good or Neutral Civs (should be pretty easy) 2. Wipe out the Evil Civs (wait for them to declare war on you, so that your allies join in, it shouldn't be hard to provoke them) 3. Victory (probably much more quickly than it would have been if you went Evil and tried to kill everyone)
They can rebel to form a new minor race if approval is too low I think, though I've never tested this.
Now that is an EXCELLENT idea! Seriously, that is brilliant and should be implemented ASAP. Every time anybody suggests that, it is generally well recieved. Unfortunately, it doesn't look like it's going to happen. And no, because it's useless.
I always send ships into orbit to repair. They could be repairing themselves further out, but if they do it's always too slow for me to spot the difference.
I did one myself, but all of two people bothered to read it, so I didn't bother to do another.
Don't forget that you'll need to wait a while as well. It can take many turns for the planet to actually flip.
If you're unsure, download the demo and give it a try.
Don't troop ships automatically get 1 defense in each area anyway? Whether they're in orbit or not? I'm sure I noticed this before. It's pointless, of course, since they'll rarely have any weapons, and tend to have only 1 HP, but I'm pretty sure that all troopships have 1 defense in each area.
There are also other factors. If you have a poor military rating you're more likely to find Precursor ships for instance. If you're winning all the time you won't get as many good events.
Start a Battle of the gods scenario. All your ships should be in the shipyard, just delete them all there. Either that or delete old designs as you go (rather than obseleting). Or delete them all manually from where they are stored on your hard drive. Unfortunately, there is no way of doing this without using these methods.
I like the logistics idea. A while ago, I had a game called Imperium Galactica II. Basically, the way the military worked in that was that you put all your ships into one big fleet. If you didn't do this, the AI would and you'd loose all your space battles. It was, in a word, rubbish. Logistics prevents this from happening.
Don't forget that bonuses tend to not be applied in the ship design screen itself (a ship without engines will be referred to as having a base speed of 1 no matter how many hyperdrive techs have been researched). But yeah, don't bother building a GGB, by the time you get it you won't want to be using Survey modules anyway.
It's a decent expansion, so it's worth the money. It's not just a case of 'hey look, new races! Buy now!' Well... there are new races, but there's also an overhaul of the espionage system, more variety in planets and new space 'terrain', along with a few pointless-but-cool features like the automatically generated game report.
It was a feature that was very popularly requested on the forums, and there is an option to turn it off hidden somewhere in the option menus.
Looks like some fun stuff, but sadly, I've grown tired of the kind of micromanaging that GC2 requires. All they'd have to do is apply excess production to the next item in the build queue and I'd be placing my preorder immediately. But if I have to keep moving the production sliders one percent at a time and checking my planets' production levels with each and every repeti
However, I have absolutely no interest in the new campaign. Call me weird, but I've never gotten off on playing the epitome of evil. There's nothing stopping you from picking the good events during colonisation and turning the Drengin into a load of goody two-shoes...
Yesterday I tried to post something, but it said 'You cannot post a blank comment'. I had actually written several paragraphs, so it was slightly annoying to say the least.
I think the AI picks a target for its colonisers, and then just forgets about them until they reach their target or someone else beats them to it. This could be a case of the AI either only spotting the lower class planet at first, or perhaps sending a coloniser towards the higher class planet, and then upgrading their colony ships to be faster so that the next one they built got to the lower class planet faster. Or something totally different.